*chuckles* That is what you get when dealing with EXPONENTIAL stat growth.The jumps between levels are getting bigger and bigger all the time. And it's going to make alt classes miles behind mains or such.
The difference between a 370 tome weapon and a 360 one is +2 damage. Instead of the usual +1.
And the stat jumps are slowly increasing as well. Getting to a point where a 360 alt job is going to be miles behind a 370 main one.
In terms of weapons damage the i370 weapons are effectively i390
Wait 2 more expansions and you will have people doing 2x the damage by having 1 tier higher gear.
I agree that they should slow it down while they still can.
I alway hated this vertical progression... Hopefully SE can go horizontal "someday" that would give the game some longevity. Agreed, new expandsion level goes up by 5 or nothing would be welcoming...
I hope we never go horizontal myself.
No offense to you, I’m not directly responding to you per se. Only that I see the same sentiment often enough.
This is why we have the system that we have.
Welcome to What Gear is it Anyway, the game where everything's made up and the stats don't matter.
All people want is bigger numbers, nothing else matters. And the bigger they are the better, even if all of it is totally and absolutely meaningless.
Last edited by Istaru; 02-02-2018 at 10:52 AM.
Honestly I would like them to implement a different "system" for dungeons etc. Something along the lines of your stats at the dungeons Ilvl with "mild" boosts based on the extra ilvl you actually have over that dungeon's ilvl. For example ala migho would be 300 ilvl capped then you would get some boost for additional ilvl you actually have like maybe .5% more damage/hp/healing per 10 ilvls etc.
Honestly id even like this added to zones with lvl caps and the ilvl idea used also.
It is no different then HW....
other then expecting level entry to the new causal stuff to be 315 or 320, 325 seems a bit much. To me that puts the last current crafted gear too worthless and just makes people tome farm for 330 gear.
I don't think people who have never experienced horizontal progression are ready for it. Horizontal progression in XI during its prime was brutal for example.
By that notion, no developer ever should make any horizontal progression, since there's always going to be people that didn't experience it yet. You need to be exposed to it at some point in order to experience it, after all.
The arguments against horizontal progression given here are...well, weird. It's really not that hard to decide between this or that piece of gear after looking at what they offer. If gear is designed properly, you can just go with your gut feeling and it'll still be a fine choice. Horizontal progression is not about making multiple gears at the same "level" range where each one better than the next. It's about making few gears that are very similar in power, but spread out differently around.
As for the "get BiS and screw the rest" notion, that's what happens when developers oversimplify things. Since developers nearly completely removed any usefulness from many sub-stats other than critical and direct hit (secondarily spell/skill speed), it's obvious that going that path of only offering stats will end up "broken". That's why they need to make the sub-stats actually compete with each other and ideally, add special effects to gears. Not necessarily anything big, mind you. Boss have a lot of AoE that you need to get out of the way for?! Use the gear that boosts your movement speed to minimize the time spent on moving. Not a lot of dodging to do? Use the one that slightly decreases TP/MP cost of this or that skill, for example. Maybe the arena is large giving a lot of space?! You may consider the gear that increases range on all skills, maybe it'll let you avoid having to dodge some of them altogether. Such special skills are mostly situational and related to play-style. In some cases they can be added into "meta", but in other that's just impossible due to how they can go from useful to waste of space depending on the situation, thus a set or two to exchange it for would be useful.
That depends a lot on the pace of progression.
Imagine the same progression model in XI except all items are easily attainable within a week, be it via guaranteed drops, cheap vendors, tokens or whatever. Would it still be remotely as brutal as it was?
Then imagine every single level and gear upgrade in FFXIV would require a full un-nerfed Anima grind to attain. Wouldn't that be fairly brutal?
Point being: The "progression model" and the pace of progression have little to do with each other.
However, the easier you make it to attain gear, the faster you need to make new gear for people to attain, or else the entire reward-baiting mechanism that drives the game falls apart, and that is a lot easier in the "vertical" model.
For one, because you can simply add stats and don't need to think about balancing effects whose benefit is nigh impossible to quantify. Nothing beats getting an effectively i900 weapon when the standard is i200 because developers failed to balance the special effect. And that's a massive headache, because in order to compare the items, you first need to make them comparable again and thus convert the special effect back into a unified value like Attack Power, Main Stat or sth - Go ahead and try it for yourself, think of some random special effect, like 10% increased movement speed, and then try to quantify just how much main stat this item would have to have less to be balanced with (i.e. just as good as) an item of the same tier that only offers main stat and nothing else. Happy mathcrafting. And this is in a vacuum with only "one" stat and "one" special effect, things get exponentially more difficult when you add more because of synergy effects.
For another, because you don't need to think about desirability - More stats are always better. Situational effects however can be extremely useful or useless depending on the situations the game puts you in, so you as dev now need to consider that when making gear. If you make gear for a random off-shot situation, that might be dead on arrival until you design content to force it. That in turn promotes gear hoarding "just in case".
That said, FFXIV is aimed at casuals and thus pretty much throws gear at you. For tomes, you only need 20 minutes of expert 5 times a week, that's not even two full hours of gameplay a week. Raid gear goes extra if you feel so inclined. 3 months in, you get even more endgame gear thrown at you in the 24 man raid. Without the weekly caps, you could get BiS in a single week, even the throttled pace is fairly quick. It doesn't matter what sort of progression model you use there, balanced gear cannot last long under such circumstances.
The only way is to either make gear harder to attain, or screw gear balance and release items you'll wear for several tiers because they're just that good. And that's... controversial, I'd wager.
The problem with this though is that you have to keep five hundred sets of gear just to do anything. In FFXI, which had horizontal progression, you had to macro entire gearsets before single actions. My BST had to macro a charm set to boost charisma high enough to charm animals, which was as many pieces as i could get (12 i think, needed two macros) then switch back to a DPS set. Healers switched from a heal set to a rest set every time they took a knee. DPS had a haste build to build tp then a weaponskill build to maximize damage.
Having all this horizontal gear is only useful if you can switch it on demand, otherwise you end up getting bis anyways. While you had a lot of options, realistically you were limited to a BiS depending on your level of endgame involvement. It's not a panacea.
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